Subclass
|
Feature
|
Description
|
Lore |
Magical Secrets |
Your versatile knack for the arcane lets you learn magic from every discipline. Choose some additional spells to add to your repertoire.
|
Swords |
Extra Attack |
You can make an additional free attack after making an unarmed or weapon attack.
|
Valour |
Extra Attack |
You can make an additional free attack after making an unarmed or weapon attack.
|
↑ Back to top
Unique cantrips and spells[edit | edit source]
↑ Back to top
Common cantrips and spells[edit | edit source]
Cantrips and spells that are available for every subclasses of Bard class.
|
Name |
Spell School |
Classes |
C |
C |
R |
A |
|
|
|
D |
Description |
|
Blindness |
Necromancy |
Bard Cleric Sorcerer Wizard |
|
|
|
|
|
18m |
|
|
Limit a foe's sight range. It is easier to hit, and the creature will miss more often.
Attack rolls against it have Advantage and the foe attacks with Disadvantage. |
|
Calm Emotions |
Enchantment |
Bard Cleric |
|
|
|
|
|
18m |
6m |
|
Humanoids can't be Charmed, Frightened, or become enraged. |
|
Cloud of Daggers |
Conjuration |
Bard Sorcerer Warlock Wizard |
|
|
|
|
|
18m |
|
|
Conjure a cloud of spinning daggers that attack anyone inside. |
|
Crown of Madness |
Enchantment |
Bard Sorcerer Warlock Wizard |
|
|
|
|
WIS |
18m |
|
|
Instill madness in a humanoid enemy, making them attack the creature closest to them (other than you), even if it's allied. |
|
Detect Thoughts |
Divination |
Bard Sorcerer Wizard |
|
|
|
|
|
0 |
|
|
Focus your mind to read the thoughts of certain creatures while talking to them. |
|
Enhance Ability |
Transmutation |
Bard Cleric Druid Sorcerer |
|
|
|
|
|
1.5m |
|
|
Bestow a magical enchantment upon an ally. They gain Advantage on Ability Checks with a chosen Ability. |
|
Enthrall |
Enchantment |
Bard Warlock |
|
|
|
|
|
6m |
|
|
Reduce a creature's peripheral vision and make it look at you. |
|
Heat Metal |
Transmutation |
Bard Druid |
|
|
|
|
|
18m |
|
|
Cause a metal weapon or armour to glow red-hot and force the wearer to let go or receive Disadvantage on Attack rolls and Ability Checks. |
|
Hold Person |
Enchantment |
Bard Cleric Druid Sorcerer Warlock Wizard |
|
|
|
|
|
18m |
|
|
Hold a humanoid enemy still. They can't Move, Act, or React. Attacks from within Range: 3 m / 10 ft are always Critical Hits.
At the end of each turn, the affected creature can make a Wisdom Saving throw to end this condition. |
|
Invisibility |
Illusion |
Bard Sorcerer Warlock Wizard |
|
|
|
|
|
1.5m |
|
|
Touch a creature to turn it Invisible. Attacks against it have Disadvantage. It attacks with Advantage. |
|
Knock |
Transmutation |
Bard Sorcerer Wizard |
|
|
|
|
|
18m |
|
|
Unlock an object that is held shut by a mundane lock. |
|
Lesser Restoration |
Abjuration |
Bard Cleric Druid Paladin Ranger |
|
|
|
|
|
1.5m |
|
|
Cure a creature from Diseased, Poisoned, Paralysis, or Blinded. |
|
Phantasmal Force |
Illusion |
Bard Sorcerer Wizard |
|
|
|
|
|
18m |
|
|
Deal damage to a creature each turn. The type of damage changes to the last type of damage the creature suffered. |
|
See Invisibility |
Divination |
Bard Sorcerer Wizard |
|
|
|
|
|
0 |
|
|
Become able to see Invisible creatures, and possibly reveal them to others. |
|
Shatter |
Evocation |
Bard Sorcerer Warlock Wizard |
|
|
|
|
|
18m |
3m |
|
Damages all nearby creatures and objects. |
|
Silence |
Illusion |
Bard Cleric Ranger |
|
|
|
|
|
18m |
|
|
Create a sound-proof sphere. All within are Silenced and Immune to Thunder damage. |
↑ Back to top
Additional cantrips and spells[edit | edit source]
Cantrips and spells that are only available for level 6 Lore or Level 10 Bard class.
|
Name |
Spell School |
Classes |
C |
C |
R |
A |
|
|
|
D |
Description |
|
Armour of Agathys |
Abjuration |
Warlock |
|
|
|
|
|
0m |
|
|
Gain 5 temporary hit points and deal 5Cold damage to any creature that hits you with a melee attack. |
|
Bless |
Enchantment |
Cleric Paladin |
|
|
|
|
|
9m |
|
|
Bless up to 3 creatures. They gain a +1d4 bonus to Attack rolls and Saving throws. |
|
Chromatic Orb |
Evocation |
Sorcerer Wizard |
|
|
|
|
|
18m |
|
|
Hurl a sphere of energy.
It deals 3d8Thunder damage, or 2d8 Acid, Cold, Fire, Lightning or Poison damage and creates a surface. |
|
Command |
Enchantment |
Cleric Paladin |
|
|
|
|
|
18m |
|
|
Command a creature to flee, move closer, freeze, drop to the ground or drop its weapon. The target must succeed on a Wisdom saving throw in order to resist the effects. |
|
Entangle |
Conjuration |
Druid |
|
|
|
|
|
18m |
3m |
|
Vines sprout from the ground, turning it into Difficult Terrain and possibly Entangling creatures within. |
|
False Life |
Necromancy |
Sorcerer Wizard |
|
|
|
|
|
0m |
|
|
Bolster yourself with a necromantic facsimile of life to gain 7 temporary hit points. |
|
Guiding Bolt |
Evocation |
Cleric |
|
|
|
|
|
18m |
|
|
The next attack roll against this target has Advantage. |
|
Hellish Rebuke |
Evocation |
Warlock |
|
|
|
|
DEX |
m |
|
|
React to your next attacker with flames that deal 2d10Fire damage. |
|
Hex |
Enchantment |
Warlock |
|
|
|
|
|
18m |
|
|
Make your attacks deal an additional 1d6Necrotic damage to the target and give it Disadvantage on an Ability of your choosing. |
|
Hunter's Mark |
Divination |
Ranger |
|
|
|
|
|
18m |
|
|
Mark a creature as your quarry to deal an additional 1d6Weapon damage whenever you hit it with a weapon attack. |
|
Ice Knife |
Conjuration |
Druid Sorcerer Wizard |
|
|
|
|
|
18m |
2m |
|
Throw a shard of ice that deals 1d10Piercing damage. It explodes and deals 2d6Cold damage to anyone nearby. It leaves an Ice surface. On miss, the shard of ice still explodes. |
|
Magic Missile |
Evocation |
Sorcerer Wizard |
|
|
|
|
|
18m |
|
|
Create three darts of magical force, each dealing 1d4 + 1Force damage to its target.
The darts always hit their target, and can each be targeted individually. |
|
Sanctuary |
Abjuration |
Cleric Paladin |
|
|
|
|
|
18m |
|
|
You or an ally cannot be targeted until you attack or harm a creature. You can still take damage from area spells. |
|
Thunderous Smite |
Evocation |
Paladin |
|
|
|
|
STR |
Weapon Range |
|
|
Your melee weapon rings with thunder as you strike, pushing your target 3 m / 10 ft away and possibly knocking them Prone. |
|
Name |
Spell School |
Classes |
C |
C |
R |
A |
|
|
|
D |
Description |
|
Animate Dead |
Necromancy |
Cleric Wizard |
|
|
|
|
|
3m |
|
|
Animate a corpse to create an undead servant while not in combat. |
|
Call Lightning |
Conjuration |
Druid |
|
|
|
|
|
18m |
2m |
|
Call down lightning to hit all targets within range and its area of effect for 3d10Lightning damage. Then for 10 turns, you can call down lightning again without expending a spell slot. |
|
Counterspell |
Abjuration |
Sorcerer Warlock Wizard |
|
|
|
|
|
m |
|
|
Try to stop a spell being cast. |
|
Crusader's Mantle |
Evocation |
Paladin |
|
|
|
|
|
0m |
9m |
|
Radiate a holy power that emboldens nearby allies. Their weapon attacks deal an additional 1d4Radiant damage. |
|
Daylight |
Evocation |
Cleric Druid Paladin Ranger Sorcerer |
|
|
|
|
|
18m |
|
|
Enchant an item to shine like the sun or summon a sphere of sunlight that dispels all darkness around it. |
|
Fireball |
Evocation |
Sorcerer Wizard |
|
|
|
|
|
18m |
4m |
|
Shoot a bright flame from your fingers that explodes upon contact, torching everything in the vicinity for 8d6Fire damage. |
|
Gaseous Form |
Transmutation |
Sorcerer Warlock Wizard |
|
|
|
|
|
1.5m |
|
|
Transform yourself or an ally into a tiny gas cloud. It can't fall, and fits through small openings. It is very hard to damage. |
|
Grant Flight |
Transmutation |
Sorcerer Warlock Wizard |
|
|
|
|
|
1.5m |
|
|
Bestow the ability to Fly upon yourself or an ally. |
|
Haste |
Transmutation |
Sorcerer Wizard |
|
|
|
|
|
9m |
|
|
Target yourself or an ally to become Hastened. The creature has a +2 bonus to Armour Class, Advantage on Dexterity Saving throws, its Movement Speed is doubled, and can take one additional Action per turn. |
|
Hunger of Hadar |
Conjuration |
Warlock |
|
|
|
|
|
18m |
6m |
|
Creatures within this black sphere are Blinded and take damage at the end of their turn and the start of their turn. |
|
Lightning Bolt |
Evocation |
Sorcerer Wizard |
|
|
|
|
|
0m |
30m |
|
Call forth a blast of lightning that hits all creatures in the line of the eruption. |
|
Mass Healing Word |
Evocation |
Cleric |
|
|
|
|
|
0m |
18m |
|
Heal your nearby allies. |
|
Remove Curse |
Abjuration |
Cleric Paladin Warlock Wizard |
|
|
|
|
|
1.5m |
|
|
Touch a creature or object to remove all Curses and Hexes affecting it. |
|
Revivify |
Necromancy |
Cleric Paladin |
|
|
|
|
|
9m |
9m |
|
Revive a companion. They return to life with 1 Hit point. |
|
Sleet Storm |
Conjuration |
Druid Sorcerer Wizard |
|
|
|
|
|
18m |
|
|
Call forth a storm that douses fire, creates an Ice surface, and forces spellcasters to succeed at a Concentration Saving throw in order to maintain Concentration.
Ice is a surface that is considered Difficult Terrain. Creatures moving through it have their Movement Speed halved, and will fall Prone on a failed Dexterity Saving throw. |
|
Slow |
Transmutation |
Sorcerer Wizard |
|
|
|
|
WIS |
18m |
|
|
Alter time around up to 6 enemies to Slow them. They won't get far, they can't do much, and they're easier to hit. |
|
Spirit Guardians |
Conjuration |
Cleric |
|
|
|
|
|
0m |
3m |
|
Call forth spirits to protect you. |
|
Vampiric Touch |
Necromancy |
Warlock Wizard |
|
|
|
|
|
1.5m |
|
|
Touch an enemy to siphon their life force and regain half as many Hit Points. |
|
Warden of Vitality |
Evocation |
Paladin |
|
|
|
|
|
0m |
|
|
While this aura lasts, you can cast Restore Vitality as a Bonus action to heal yourself or nearby allies by 2d6hit points. |
|
Name |
Spell School |
Classes |
C |
C |
R |
A |
|
|
|
D |
Description |
|
Cone of Cold |
Evocation |
Sorcerer Wizard |
|
|
|
|
|
0m |
9m |
|
Make a flurry of frost, crisp air, and condensed snow crystals erupt from your hands. |
|
Conjure Elemental |
Conjuration |
Druid Wizard |
|
|
|
|
|
18m |
|
|
Bend the barrier between the Planes until they disgorge an elemental ally to follow and fight for you. |
|
Contagion |
Necromancy |
Cleric Druid |
|
|
|
|
|
1.5m |
|
|
Poison a target and possibly afflict them with a disease of your choice.
Once infected, the target will roll a Constitution Saving throw each turn. If it accumulates 3 successes, it recovers. If it accumulates 3 failures, it contracts the Disease chosen by the spellcaster. |
|
Wall of Stone |
Evocation |
Druid Sorcerer Wizard |
|
|
|
|
|
18m |
|
|
Raise a wall of non-magical, solid stone.
The wall can be created between any two points within range as long as there is a clear path between them. It is made up of Stone Pillars with 30 HP each, immune to Psychic and vulnerable to Force and Thunder damage. Pillars block movement and line of sight. |
No results
↑ Back to top